Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A montage method: the overlaying of the computer generated images onto a background photograph
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Shading models for point and linear sources
ACM Transactions on Graphics (TOG)
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Lighting controls for synthetic images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A lighting model aiming at drive simulators
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Design and simulation of opera lighting and projection effects
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Method of displaying optical effects within water using accumulation buffer
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Volume illustration: non-photorealistic rendering of volume models
Proceedings of the conference on Visualization '00
Applications of computer graphics to the visualization of meteorological data
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hardware-accelerated real-time rendering of gaseous phenomena
Journal of Graphics Tools
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Grouping Volume Renderers for Enhanced Visualization in Computational Fluid Dynamics
IEEE Transactions on Visualization and Computer Graphics
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Volume Illustration: Nonphotorealistic Rendering of Volume Models
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
A hybrid model for smoke simulation
Journal of Computer Science and Technology
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
Interactive visualization of large scalar voxel fields
VIS '92 Proceedings of the 3rd conference on Visualization '92
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2008 classes
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
ACM SIGGRAPH 2009 Courses
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
Exploring the use of glossy light volumes for interactive global illumination
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Synthesis of cartoon fire based on hand-drawn samples
International Journal of Computer Applications in Technology
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Interactive voxelized epipolar shadow volumes
ACM SIGGRAPH ASIA 2010 Sketches
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
A mathematical framework for efficient closed-form single scattering
Proceedings of Graphics Interface 2011
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Real-time rendering of light shafts on GPU
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
ACM SIGGRAPH 2012 Courses
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
Enhancing spatial perception and user experience in video games with volumetric shadows
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Studio spotlights produce dazzling shafts of light, while light scattered from fog illuminated by automobile headlights renders driving difficult. This is because the particles in the illuminated volume become visible by scattering light. A shading model for scattering and absorption of light caused by particles in the atmosphere is proposed in this paper. The method takes into account luminous intensity distribution of light sources, shadows due to obstacles, and density of particles. The intensity at a viewpoint is calculated by integration of light scattered by particles between the viewpoint and a given point on an object. The regions to be treated in this manner are localized by considering illumination volumes and shadow volumes caused by obstacles in the illumination volumes.